9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
1.8 KiB
1.8 KiB
Metal Reflectance Node
Description
Returns a Metal Reflectance value for a physically based material. The material to use can be selected with the Material dropdown parameter on the Node.
When using Specular Workflow on a PBR Master Node this value should be supplied to the Specular Port. When using Metallic Workflow this value should be supplied to the Albedo Port.
Ports
Name | Direction | Type | Binding | Description |
---|---|---|---|---|
Out | Output | Vector 3 | None | Output value |
Controls
Name | Type | Options | Description |
---|---|---|---|
Material | Dropdown | Iron, Silver, Aluminium, Gold, Copper, Chromium, Nickel, Titanium, Cobalt, Platform | Selects the material value to output. |
Generated Code Example
The following example code represents one possible outcome of this node.
Iron
float3 _MetalReflectance_Out = float3(0.560, 0.570, 0.580);
Silver
float3 _MetalReflectance_Out = float3(0.972, 0.960, 0.915);
Aluminium
float3 _MetalReflectance_Out = float3(0.913, 0.921, 0.925);
Gold
float3 _MetalReflectance_Out = float3(1.000, 0.766, 0.336);
Copper
float3 _MetalReflectance_Out = float3(0.955, 0.637, 0.538);
Chromium
float3 _MetalReflectance_Out = float3(0.550, 0.556, 0.554);
Nickel
float3 _MetalReflectance_Out = float3(0.660, 0.609, 0.526);
Titanium
float3 _MetalReflectance_Out = float3(0.542, 0.497, 0.449);
Cobalt
float3 _MetalReflectance_Out = float3(0.662, 0.655, 0.634);
Platinum
float3 _MetalReflectance_Out = float3(0.672, 0.637, 0.585);